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Human-Computer Interaction for Vision
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Affordance
Affordance refers to the properties of an object that suggest how it can be used. A button affording to be pushed is an example.
Touchscreen Gestures
Touchscreen Gestures are inputs performed on touch-sensitive screens and can include tapping, swiping, pinching, and stretching.
Gesture Recognition
Gesture Recognition refers to interpreting human gestures via mathematical algorithms to interact with a computer system.
Think Aloud Protocol
Think Aloud Protocol involves users verbalizing their thought processes as they interact with a system to uncover usability issues and insights into user behavior.
Usability
Usability is a measure of how easy and intuitive a system is to use, including its efficiency, effectiveness, and satisfaction.
Human Factors
Human Factors is the study of how humans behave physically and psychologically in relation to particular environments, products, or services.
Direct Manipulation
Direct Manipulation is an interaction style where users directly interact with objects on the screen as if they were manipulating physical objects.
Fitts' Law
Fitts' Law models the time required to move to a target area, given the distance to and size of the target:
Natural User Interface (NUI)
Natural User Interface (NUI) is a user interface designed to be as intuitive as possible, mimicking natural human behavior and motion.
Contextual Inquiry
Contextual Inquiry is a user-centered design research method that involves observing and interviewing users in their natural environment.
Cognitive Load
Cognitive Load refers to the total amount of mental effort being used in the working memory, important for designing user-friendly interfaces.
Heuristic Evaluation
Heuristic Evaluation is a usability inspection method where experts use heuristics, or rules of thumb, to identify usability problems in user interface design.
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